Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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|
|
/*
|
|
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|
Copyright (C) 1996-1997 Id Software, Inc.
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|
This program is free software; you can redistribute it and/or
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|
|
modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
|
|
|
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|
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|
This program is distributed in the hope that it will be useful,
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|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
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|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
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See the GNU General Public License for more details.
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|
You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_tent.c -- client side temporary entities
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#include "quakedef.h"
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2000-01-29 18:46:26 +00:00
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#include <qtypes.h>
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#include <sound.h>
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#include <mathlib.h>
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#include <protocol.h>
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|
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#include <console.h>
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#include <sys.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
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|
int num_temp_entities;
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entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
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beam_t cl_beams[MAX_BEAMS];
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sfx_t *cl_sfx_wizhit;
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sfx_t *cl_sfx_knighthit;
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sfx_t *cl_sfx_tink1;
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sfx_t *cl_sfx_ric1;
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sfx_t *cl_sfx_ric2;
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sfx_t *cl_sfx_ric3;
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sfx_t *cl_sfx_r_exp3;
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#ifdef QUAKE2
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sfx_t *cl_sfx_imp;
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sfx_t *cl_sfx_rail;
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#endif
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/*
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|
=================
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CL_ParseTEnt
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=================
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*/
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void CL_InitTEnts (void)
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{
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cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
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cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
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cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
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cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
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cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
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cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
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cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
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#ifdef QUAKE2
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cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
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cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
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#endif
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}
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/*
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|
=================
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CL_ParseBeam
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=================
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*/
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void CL_ParseBeam (model_t *m)
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{
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int ent;
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vec3_t start, end;
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beam_t *b;
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int i;
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ent = MSG_ReadShort ();
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start[0] = MSG_ReadCoord ();
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start[1] = MSG_ReadCoord ();
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start[2] = MSG_ReadCoord ();
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end[0] = MSG_ReadCoord ();
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end[1] = MSG_ReadCoord ();
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end[2] = MSG_ReadCoord ();
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// override any beam with the same entity
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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if (b->entity == ent)
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{
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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// find a free beam
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for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
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|
|
{
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if (!b->model || b->endtime < cl.time)
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|
|
{
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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}
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}
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Con_Printf ("beam list overflow!\n");
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}
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/*
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|
|
|
=================
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CL_ParseTEnt
|
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|
=================
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*/
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void CL_ParseTEnt (void)
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|
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|
{
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int type;
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vec3_t pos;
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#ifdef QUAKE2
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vec3_t endpos;
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#endif
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dlight_t *dl;
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int rnd;
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int colorStart, colorLength;
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type = MSG_ReadByte ();
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switch (type)
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{
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case TE_WIZSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 20, 30);
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S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
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break;
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case TE_KNIGHTSPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 226, 20);
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S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
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break;
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case TE_SPIKE: // spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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#ifdef GLTEST
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Test_Spawn (pos);
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|
#else
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R_RunParticleEffect (pos, vec3_origin, 0, 10);
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|
#endif
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else
|
|
|
|
{
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rnd = rand() & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
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}
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break;
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case TE_SUPERSPIKE: // super spike hitting wall
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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if ( rand() % 5 )
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S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
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else
|
|
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{
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rnd = rand() & 3;
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if (rnd == 1)
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S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
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else if (rnd == 2)
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S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
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else
|
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S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
|
|
|
|
}
|
|
|
|
break;
|
|
|
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|
|
|
case TE_GUNSHOT: // bullet hitting wall
|
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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R_RunParticleEffect (pos, vec3_origin, 0, 20);
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|
break;
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case TE_EXPLOSION: // rocket explosion
|
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|
pos[0] = MSG_ReadCoord ();
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|
pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
|
|
|
|
R_ParticleExplosion (pos);
|
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|
|
dl = CL_AllocDlight (0);
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|
|
VectorCopy (pos, dl->origin);
|
|
|
|
dl->radius = 350;
|
|
|
|
dl->die = cl.time + 0.5;
|
|
|
|
dl->decay = 300;
|
|
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_TAREXPLOSION: // tarbaby explosion
|
|
|
|
pos[0] = MSG_ReadCoord ();
|
|
|
|
pos[1] = MSG_ReadCoord ();
|
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|
|
pos[2] = MSG_ReadCoord ();
|
|
|
|
R_BlobExplosion (pos);
|
|
|
|
|
|
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_LIGHTNING1: // lightning bolts
|
|
|
|
CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_LIGHTNING2: // lightning bolts
|
|
|
|
CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_LIGHTNING3: // lightning bolts
|
|
|
|
CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
|
|
|
|
break;
|
|
|
|
|
|
|
|
// PGM 01/21/97
|
|
|
|
case TE_BEAM: // grappling hook beam
|
|
|
|
CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
|
|
|
|
break;
|
|
|
|
// PGM 01/21/97
|
|
|
|
|
|
|
|
case TE_LAVASPLASH:
|
|
|
|
pos[0] = MSG_ReadCoord ();
|
|
|
|
pos[1] = MSG_ReadCoord ();
|
|
|
|
pos[2] = MSG_ReadCoord ();
|
|
|
|
R_LavaSplash (pos);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_TELEPORT:
|
|
|
|
pos[0] = MSG_ReadCoord ();
|
|
|
|
pos[1] = MSG_ReadCoord ();
|
|
|
|
pos[2] = MSG_ReadCoord ();
|
|
|
|
R_TeleportSplash (pos);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_EXPLOSION2: // color mapped explosion
|
|
|
|
pos[0] = MSG_ReadCoord ();
|
|
|
|
pos[1] = MSG_ReadCoord ();
|
|
|
|
pos[2] = MSG_ReadCoord ();
|
|
|
|
colorStart = MSG_ReadByte ();
|
|
|
|
colorLength = MSG_ReadByte ();
|
|
|
|
R_ParticleExplosion2 (pos, colorStart, colorLength);
|
|
|
|
dl = CL_AllocDlight (0);
|
|
|
|
VectorCopy (pos, dl->origin);
|
|
|
|
dl->radius = 350;
|
|
|
|
dl->die = cl.time + 0.5;
|
|
|
|
dl->decay = 300;
|
|
|
|
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
#ifdef QUAKE2
|
|
|
|
case TE_IMPLOSION:
|
|
|
|
pos[0] = MSG_ReadCoord ();
|
|
|
|
pos[1] = MSG_ReadCoord ();
|
|
|
|
pos[2] = MSG_ReadCoord ();
|
|
|
|
S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TE_RAILTRAIL:
|
|
|
|
pos[0] = MSG_ReadCoord ();
|
|
|
|
pos[1] = MSG_ReadCoord ();
|
|
|
|
pos[2] = MSG_ReadCoord ();
|
|
|
|
endpos[0] = MSG_ReadCoord ();
|
|
|
|
endpos[1] = MSG_ReadCoord ();
|
|
|
|
endpos[2] = MSG_ReadCoord ();
|
|
|
|
S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
|
|
|
|
S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
|
|
|
|
R_RocketTrail (pos, endpos, 0+128);
|
|
|
|
R_ParticleExplosion (endpos);
|
|
|
|
dl = CL_AllocDlight (-1);
|
|
|
|
VectorCopy (endpos, dl->origin);
|
|
|
|
dl->radius = 350;
|
|
|
|
dl->die = cl.time + 0.5;
|
|
|
|
dl->decay = 300;
|
|
|
|
break;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
default:
|
|
|
|
Sys_Error ("CL_ParseTEnt: bad type");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CL_NewTempEntity
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
entity_t *CL_NewTempEntity (void)
|
|
|
|
{
|
|
|
|
entity_t *ent;
|
|
|
|
|
|
|
|
if (cl_numvisedicts == MAX_VISEDICTS)
|
|
|
|
return NULL;
|
|
|
|
if (num_temp_entities == MAX_TEMP_ENTITIES)
|
|
|
|
return NULL;
|
|
|
|
ent = &cl_temp_entities[num_temp_entities];
|
|
|
|
memset (ent, 0, sizeof(*ent));
|
|
|
|
num_temp_entities++;
|
|
|
|
cl_visedicts[cl_numvisedicts] = ent;
|
|
|
|
cl_numvisedicts++;
|
|
|
|
|
|
|
|
ent->colormap = vid.colormap;
|
|
|
|
return ent;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CL_UpdateTEnts
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
void CL_UpdateTEnts (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
beam_t *b;
|
|
|
|
vec3_t dist, org;
|
|
|
|
float d;
|
|
|
|
entity_t *ent;
|
|
|
|
float yaw, pitch;
|
|
|
|
float forward;
|
|
|
|
|
|
|
|
num_temp_entities = 0;
|
|
|
|
|
|
|
|
// update lightning
|
|
|
|
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
|
|
|
|
{
|
|
|
|
if (!b->model || b->endtime < cl.time)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
// if coming from the player, update the start position
|
2000-01-29 18:46:26 +00:00
|
|
|
if (b->entity == cl.playernum + 1)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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{
|
2000-01-29 18:46:26 +00:00
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VectorCopy (cl_entities[cl.playernum + 1].origin, b->start);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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}
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0)
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{
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
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pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize(dist);
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while (d > 0)
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{
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ent = CL_NewTempEntity ();
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if (!ent)
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return;
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VectorCopy (org, ent->origin);
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ent->model = b->model;
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ent->angles[0] = pitch;
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ent->angles[1] = yaw;
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ent->angles[2] = rand()%360;
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for (i=0 ; i<3 ; i++)
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org[i] += dist[i]*30;
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|
d -= 30;
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}
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}
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}
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